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Capturing screenshot with transparent background in 4.3, 2d project

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I'm trying to render the scene to a png with a transparent background, however, I can't even get the screenshots to show right. I have it added to the camera but all I get is a grey screenshot I get 2 errors: ReadPixels was called to read pixels from system frame buffer, while not inside drawing frame. UnityEngine.Texture2D:ReadPixels(Rect, Int32, Int32) HiResScreenShots:LateUpdate() (at Assets/HiResScreenShots.cs:29) and: Trying to read pixel out of bounds I found the code from this [question][1] using UnityEngine; using System.Collections; public class HiResScreenShots : MonoBehaviour { public int resWidth = 2550; public int resHeight = 3300; private bool takeHiResShot = false; public static string ScreenShotName(int width, int height) { return string.Format("{0}/Screenshots/screen_{1}x{2}_{3}.png", Application.dataPath, width, height, System.DateTime.Now.ToString("yyyy-MM-dd_HH-mm-ss")); } public void TakeHiResShot() { takeHiResShot = true; } void LateUpdate() { takeHiResShot |= Input.GetKeyDown("k"); if (takeHiResShot) { RenderTexture rt = new RenderTexture(resWidth, resHeight, 24); camera.targetTexture = rt; Texture2D screenShot = new Texture2D(resWidth, resHeight, TextureFormat.RGB24, false); camera.Render(); RenderTexture.active = rt; screenShot.ReadPixels(new Rect(0, 0, resWidth, resHeight), 0, 0); camera.targetTexture = null; RenderTexture.active = null; // JC: added to avoid errors Destroy(rt); byte[] bytes = screenShot.EncodeToPNG(); string filename = ScreenShotName(resWidth, resHeight); System.IO.File.WriteAllBytes(filename, bytes); Debug.Log(string.Format("Took screenshot to: {0}", filename)); takeHiResShot = false; } } } [1]: http://answers.unity3d.com/questions/22954/how-to-save-a-picture-take-screenshot-from-a-camer.html I'm unsure what I'm doing wrong, any help would be appreciated

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